User talk:Elzair

Map format facts
Please ensure you are making reference to the original Doom source code when dealing with the map format. As I noted in the reversion for linedefs, most types in the map format are not treated as unsigned by the Doom engine, so using the terms you used are inaccurate. Also, non-programmers are not going to be immediately knowledgable about what an "int16" or "int8" implies, hence why stating the size in bytes is more appropriate for a wiki, which is not targeting programmers as its primary audience. --Quasar (talk) 11:51, 10 August 2016 (CDT)


 * Okay, I was just writing a Doom map viewer and using these pages as a reference. I assumed others using these pages as programming exercises would be similarly inclined. I also noticed that the source code specified ints. I can modify the tables if you like. Also, feel free to revert my changes if you do not think they fit with the theme of the site. --Elzair (talk) 11:56, 10 August 2016 (CDT)


 * It might be useful to note the actual C types used in the original code as a separate column, come to think of it. It'd also be useful to point out in the article that most source ports and modern editing utilities do change internal treatment of the fields to unsigned, in order to support larger maps (in particular, up to 65535 sidedefs, which is the first mapping limit that will be hit when creating very detailed maps). --Quasar (talk) 11:57, 10 August 2016 (CDT)


 * That sounds like a good idea. Also, there are some differences between the on-disk structures and the in-memory structures (i.e. node_t vs mapnode_t). Maybe those should be pointed out?


 * Sometimes (e.g Angle) they're completely different, in which case they should probably be described in separate sub-sections IMHO. -- Shambler (talk) 04:40, 11 August 2016 (CDT)

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